﻿//-----------------------------------------------------------------------
// <copyright file="Engine.cs" company="FastNET Services">
//     Copyright (c) 2008-2009. All Rights Reserved.
// </copyright>
// <license>
//     GPLv2
// </license>
// <warranty>
//     THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
//     BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
//     NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
//     DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
//     OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
// </warranty>
//-----------------------------------------------------------------------
#region Usings

using Microsoft.Xna.Framework;

#endregion

namespace GateShift.Services.NpcSystem
{
    /// <summary>
    /// Internal Entity Management Engine
    /// </summary>
    internal class Engine
    {
        // Copied from PlayerService.cs
        // Begin
        private int currentEntityID = 0;

        //// end

        /// <summary>
        /// Adds an entity to the system
        /// </summary>
        /// <param name="position">Position of the Entity</param>
        public void AddEntity(Vector4 position)
        {
            // add entity to planet/space/time... etc.
            // ----
            // Initialize Entity in world
            // ----
            // set current state to idle
            // set needs to max
        }

        /// <summary>
        /// Removes an entity from the system
        /// </summary>
        /// <param name="ID">ID to remove</param>
        /// <param name="Reason">Reason for the removal</param>
        public void DelEntity(int ID, short Reason)
        {
            // Delete Entity
            // ---
            // Reason(s)
            // -
            // 1 = Death(NPC Service)(0 Health)
            // 2 = Overpowered(NPC Service)
            // 3 = Management(NPC Service)
            // 4 = // ToDo -- add more
            // ---
        }

        /// <summary>
        /// Basic entity data struct
        /// </summary>
        private struct EntityData
        {
            /// <summary>
            /// Position of the entity
            /// </summary>
            public Vector4 Position;

            /// <summary>
            /// ID of the entity
            /// </summary>
            public int EntityID;

            /// <summary>
            /// State of the entity
            /// </summary>
            public short State;
        }
    }
}
